Pikachu

98 moves37 changed by HDR61 vanillainternal pikachu
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
2-31.555°0 / 150-13218–0, 1, 2top
2-31.5Sakurai30 fixed-133, 4, 5top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
6-81160°50 / 88-26641–0, 1neck
9-14770°40 / 120-260, 1neck

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
6-99Sakurai35 / 85-16629–0, 1, 2kneel, hip
10-156Sakurai10 / 100-130, 1, 2kneel, hip
hdr‡
Forward Tilt
6-99Sakurai35 / 85-16629–0, 1, 2kneel, hip
10-156Sakurai10 / 100-130, 1, 2kneel, hip
hdr‡
Forward Tilt
6-99Sakurai35 / 85-16629–0, 1, 2kneel, hip
10-156Sakurai10 / 100-130, 1, 2kneel, hip
hdr‡
Up Tilt
7-12796°45 / 120-13726–0, 1tail1, tail3
7-12692°45 / 120-132tail4
hdr◆‡
Down Tilt
6-8835°12 / 100-8621–0, 1, 2tail1, tail3

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
15-291545°50 / 73-351561–0top
161545°50 / 73-341top
171845°50 / 75-321top
18-191845°60 / 75-311top
20-231245°40 / 102-321top
24-291245°40 / 102-281top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
10-111685°40 / 110-241045–0, 1, 2tail1, tail3, tail4
12-141290°30 / 100-240, 1, 2tail1, tail3, tail4
15-17780°55 / 50-240, 1, 2tail1, tail3, tail4
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
8-20 (every 3)2178°70 fixed-54866–0, 1top
8-20 (every 3)290°70 fixed-542top
23337°51 / 206-390top

Aerial Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
3-63365°40 fixed-433971-2, 33–0top
7-109Sakurai0 / 135-10top
11-289Sakurai0 / 100-10top
hdr‡
Forward Air
10-21274°40 / 20-5103981-3, 31–0bust
10-21274°40 / 20-51, 2head, top
22-255Sakurai75 / 65-40bust
22-255Sakurai75 / 65-41, 2head, top
hdr◆‡
Back Air
8-913Sakurai29 / 107083391-7, 33–0, 1hip, kneel
10-1410Sakurai25 / 100-20, 1hip, kneel
hdr‡∅
Up Air
45100°90 / 60-8429121-2, 18–0, 1tail2, tail4
5-7820°45 / 60-60, 1tail1, tail4
85120°75 / 60-80, 1tail2, tail4
hdr
Down Air
14-1513270°16 / 59-414481339–0, 1head, top
16-2612Sakurai20 / 100-50, 1head, top
hdr
Down Air
1-24Sakurai50 / 100-24130––0top

Special Attacks

24 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
vanilla➔‡
Neutral Special
spawns dengekidama1952–––
vanilla➔‡
Neutral Special
spawns dengekidama1952–––
SpecialSStart vanilla•
Side Special
no hitboxes–14–––
SpecialSHold vanilla•
Side Special
no hitboxes–––––
SpecialSWeak vanilla•
Side Special
no hitboxes–17–––
hdr
Side Special
5-391Sakurai40 / 78-32540––0rot
vanilla
Side Special
no hitboxes–45–––
SpecialAirSStart vanilla•
Side Special
no hitboxes–14–––
SpecialAirSHold vanilla•
Side Special
no hitboxes–––––
SpecialAirSWeak vanilla•
Side Special
no hitboxes–17–––
vanilla
Side Special
no hitboxes–23–––
hdr
Side Special
no hitboxes–23–––
hdr•‡
Up Special
no hitboxes–13–––
vanilla•
Up Special
no hitboxes–51–C–
hdr☆
Up Special
1+270°20 fixed–1–––0hip
hdr☆
Up Special
1+370°20 / 150–1–––0hip
hdr
Up Special
1-5270°20 fixed-116––0hip
hdr
Up Special
1-5370°20 / 150-116––0hip
hdr•‡
Up Special
no hitboxes–13–––
vanilla•
Up Special
no hitboxes–51–C–
hdr➔
Down Special
spawns kaminari480–––
hdr
Down Special
1-815Sakurai70 / 85-30142––0top
hdr➔
Down Special
spawns kaminari480–––
vanilla
Down Special
1-315Sakurai70 / 77-24136––0top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8––– / –––35–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai30 fixed–18–0trans
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
11-12––– / –––41–0grab
hdr
Pivot Grab
12-13––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1445°67 / 74–2844160–
1-103Sakurai40 / 100–0–
11-23 (every 4)2Sakurai0 / 100–0top
hdr
Back Throw
19140°65 / 70–2650240–
1-493Sakurai40 / 100–0–
hdr‡
Up Throw
1590°55 / 125–1537220–
1-135Sakurai40 / 100–0–
14580°70 / 60–0top
hdr
Down Throw
1577°60 / 80–1944250–
1-133Sakurai40 / 100–0–
14-173Sakurai100 fixed–0trans

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
23-25945°90 / 20-282358–0top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
21-22748°80 / 48-250top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–37––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–25––
PassiveWallJump vanilla•
Tech
no hitboxes–45––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–12––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–27––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

3 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Dengeki

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Regular
1-306Sakurai18 / 200sphere
1-305Sakurai13 / 201sphere
31-605Sakurai18 / 200sphere
31-604Sakurai13 / 201sphere
614Sakurai18 / 200sphere
613Sakurai13 / 201sphere

Dengekidama

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Regular
1+4.8Sakurai35 / 300top

Kaminari

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Regular
1-31290°74 / 500top
4+870°74 / 600top

Attributes

Weight & Size

Weight
80
Jostle Weight
3.9
Shield Radius
8.5

Ground Movement

Walk Speed
1.24
Walk Accel (mul)
0.158
Walk Accel (add)
0.105
Initial Dash
1.8
Run Speed
1.8
Run Accel (mul)
0.08
Run Accel (add)
0.02
Traction
0.09

Jumps

Jumpsquat
3
Jump Initial Y
12.6913
Full Hop Height
35.5
Short Hop Height
15
Air Jump Height
35.5
Jump Count
2
Horizontal Jump Speed
1.8
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.6

Air Movement

Air Speed
0.901
Air Accel (add)
0.02
Air Accel (mul)
0.03
Air Friction
0.01
Gravity
0.11
Fall Speed
1.9

Landing Lag

Nair
7
Fair
8
Bair
9
Uair
12
Dair
13
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (38 -> 23 frames).Down Tilt
  • HDR replaces the animation (54 -> 37 frames).Back Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, Forward Air, Back Air, Up Air, Neutral Special, Neutral Special (Air), Up Special (Start), Up Special (Air, Start), Up Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Dair Landing
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Up Special (1), Up Special (2)
∅A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frame 3: out, but unable to collide with a fighter, so not counted as active frames.Up Air
✕HDR removes this move’s hitboxes.
  • CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Dengekidama — see Projectiles & Articles below.Neutral Special, Neutral Special (Air)
  • Damage comes from Kaminari — see Projectiles & Articles below.Down Special, Down Special (Air)
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Side Special (Start), Side Special (Weak), Side Special (Air, Start), Side Special (Air, Weak), Up Special (Start), Up Special (End), Up Special (Air, Start), Up Special (Air, End), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Hold), Side Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.